NOTW XLV: The DOOM Project [Sign-Up Thread]

Dreadnought

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NOTW XLV
The
DOOM PROJECT


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Link to video.

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Chapter ??

As you stand over the huge rock slab in front of you, you hear an operative mutter, "Now, what are we going to do about this?"

The group goes quiet for a few moments, with only the howl of the desert wind to break the frustrating silence. When no one volunteers an appreciable solution, another operative announces, "We're blasting it open with C-4."

As he turns to procure the necessary explosives, one of the scientists cried out, "No! We can't risk any structural damage to the ancient architecture! It could cause a chained collapse of the entire system!"

The mercenary barked back, "Well, quite frankly, I don't see any other option."

You step forward. "We could try towing it a bit with the trucks. We only need enough room to squeeze through."

The group ponders the odds. Finding no other option satisfactory, the consensus is reached. Using heavy-duty industrial chains, the mercenaries attach the large piece of rock to the expedition's pickup truck. Though the truck possessed a powerful motor and steel frame, the vehicle wailed in agony as the rock refused to budge.

The driver paused for a moment and yelled, "We almost have it. We need a bit more leverage. Any volunteers?"

You grab a crowbar out of the pickup's bed and, along with several other team members and their tools, wedge the tool under the slab.

"You're not going to get too much room under the rock, but I just need a little bit to get going," the driver advises, as the engine roars to life once more.

You thrust the crowbar downwards, hoping to get even an inch of the slab off the ground. The metal hisses under the immense pressure, but the combined efforts of you and your teammates forces the rock a few inches off the ground. The truck does the rest of the work, pulling the stone a few feet off towards the desert sands.

With the rock slab now removed, an ancient stairway was revealed, leading downward into darkness below.

An operative stepped forward. "I want the gunner and grenadier on point. We need a clean sweep, identification before initiation. Let's keep this..."

An archaologist interrupted, "Now, come on -- this is an archaeological dig site, not an enemy bunker. We don't need to shoot up the place trying to kill shadows on the wall." He repositioned his large supply bag on his shoulder before descending down the stairs.

The mercenary shook his head, then followed him in.
 
The Rules

Many thanks to Zack for his contributions to the game rules, specifically concerning player roles and balance!

General Information

Spoiler :
-- This game revolves around the Dresden Organization of Operative Mercenaries and their mission, which pits them against dangerous and supernatural enemies.

-- There are two types of factions in the game: BLUFOR players are trying to fulfill the Organization's contractual obligations. For player purposes, they can be referred to as the "Town."

-- OPFOR players are actively working to fulfill their own insidious objectives. Since their agenda contradict the Organization's own goals, they see the BLUFOR players as hostile threats. For player purposes, they can be referred to as "scum" or "mafia".

-- For a brief overview of this game's backstory, refer to this post.

-- To see the introductory video, refer to this link.

-- I will be playing no favorites here. Power roles and alignments are guaranteed to be randomly distributed amongst the players, so everyone has an equal shot at each role.



Prelude​

Spoiler :
-- The most important rule of all: have fun!

-- This game heavily revolves around the mystery and storyline of the mission. You may, if you wish, play this game like a standard Mafia game, ignoring the story and plot and instead focusing on winning the game – that method of play is perfectly acceptable. If you wish to discover the various twists and turns of this storyline, be sure to read any notes, journal entries, or other such plot devices I post in updates.

-- Plot mechanics, or “fluff”, will never be representative of player alignment; I will mark such entries as storyline-related material.

-- Please be active and contribute in the game.

-- There may by certain situations where the outcome of a Day or Night does not resolve as you predict. Please PM me if you feel there has been an error in resolution. However, be forewarned: if things appear suspicious or unnatural, there are meant to be!

-- I, as the mod, will merely interpret player actions as well as provide dialogue and narration about certain plot experiences. I do not control any factions in this game, nor do I determine when and how the game resolves.

-- Players may create Quick Topics, so long as they forward me the link of the topic they create.

-- I reserve the right to WoG or replace players as necessary. I will only use this procedure as a last resort.


Day

Spoiler :
-- Day phase lasts 48 hours.

-- Each Day, players may vote on a target to lynch. Formatting for a lynch vote is as follows: Vote: Player. To unvote, please type Unvote. Due to the professionalism and standards of the Dresden Organization, a player must have a certain number of votes above the others in order to be even considered for a lynch: if there are 15 or more players left alive, the lynch target must hold four more votes than his nearest competitor; if 10 or more players are left alive, the target must hold three additional votes. Below 10 players is standard lynching procedure: the player with the most votes is lynched.

-- You may only vote to lynch a current player.

-- Vote: No Lynch is a valid and acceptable vote choice. Vote: Abstain, however, is never acceptable.

-- Additionally, each player will provide a move order for the Day. Move orders are formatted as follows: Move: Place. Move orders may be provided secretly via PM. Each player moves independently, and thus Move orders are not interpreted as votes; you are free to move to whatever location you please.

-- Moving to a room will reveal any available information and items in that Room. Certain Rooms begin locked at the start of the game, and must be unlocked by finding the correct code or key. Additionally, certain items (such as lockers or safes) may also be locked, requiring a code or key to unlock. These codes and keys can be found around the complex, but some may be easier to find than others.

-- Some Days, items may be up for vote. I will post the appropriate formatting for each individual item as they are found. Some players start with Items. Others can be found around the complex.


Night

Spoiler :
-- Night lasts for 24 hours.

-- Individual and team Night actions must be submitted during this 24-hour period via PM.

-- There is to be no communication in the game thread while Night is being processed. As soon as I declare the game to be in a Night stage, there should be no further posts made until I provide the next update and announce the start of the following day. Please follow this rule!


Combat​

Spoiler :
--Certain situations with evil or monstrous entities in this game will result in combat between the players and these enemies.

-- Combat Strength is determined by your weapon, which is listed in your role PM.

-- Most primary weapons have a Strength of 4 or 5. Particularly weak primary weapons have a Strength of 3. Particularly strong primary weapons have a Strength of 6.

-- Each weapon also has an ammunition requirement, listed in magazines. Each combat situation a player finds themselves in deducts one clip from their ammunition total. If they run out of ammunition for a weapon, that weapon is useless.

-- Your Strength is effectively 1 if you have no weapon and/or ammunition.

-- Combat is entirely determined on the type of opponent you face. Some enemies may Night kill without entering combat. Others may only be able to Night kill by entering combat.

-- If a player is the target of an evil entity, all players that share that target's room may also fight the enemy in Combat. In that case, all the players' Strengths will be added together for purposes of calculating the players' Strength.

-- Ammunition will only be drained if that player is required to fight in Combat (ie, if the monster would kill a fellow player unless they joined the Combat.)

-- If your Combat Strength (and the Strength of your fellow players) is higher than the Power of the enemy, you will survive the encounter. If not, well, you can guess what happens.
 
Sign-Ups

1. Takhisis
2. Bsmith1068
3. Autolycus
4. Verarde
5. Seon
6. JoanK
7. DaveShack
8. Mat93
9. Visorslash
10. Choxorn
11. topsecret
12. SouthernKing
13. NinjaCow64
14. dcmort93
15. BigTin
16. Mergle
17. johnhughthom
18. spaceman98
19. classical_hero

You may now post & join!

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Oh, Jeez, I loved it. I instantly recognised Quantum of Solace images with the tunnel. If I am right, the scene of the lake is from Quantum of Solace as well. Also, that Jeeps' scene is Jurassic Park, right? I have seen the fiilm with that scene. Alos, Inception. The music is also from inception, am I right? And The Book of Eli! I would have preferred to be James Bond, but it isn't that much important ;)

Very good job! :goodjob:
 
In.

And to say that is a great video, would be an understatement.
 
If several people are in a room where someone gets attacked, and some, but not all of them are necessary for the player to survive(with several possible combinations working to save the person), how will you decide which players aid the target?
 
In please.

Confirmed!

Oh, Jeez, I loved it. I instantly recognised Quantum of Solace images with the tunnel. If I am right, the scene of the lake is from Quantum of Solace as well. Also, that Jeeps' scene is Jurassic Park, right? I have seen the fiilm with that scene. Alos, Inception. The music is also from inception, am I right? And The Book of Eli! I would have preferred to be James Bond, but it isn't that much important ;)

Very good job! :goodjob:

You got them right!

I originally intended for the Bond scene to only be the car part, but then I realized that the lake shot made for an excellent static ambiance as well. The Jeep scene is from Jurassic Park -- it's the first thing I could think of that featured a lot of military-grade vehicles operated by non-military personnel.

The music is from Inception, as well as Verarde's credit scene. I had three main choices for the music score, and the Inception score (Mind Heist) flowed the best at the end.

I actually had to go through several iterations of the credit scenes. At first, I wanted to include only player names and avatars, but I felt that was anticlimactic and lazy. Also, since the video is in 1080p, it is very difficult to have the avatars come out when in full HD (you may be able to tell this in the producer section for Zack). Finally, I came up with the current iteration.

Thanks for the feedback!

That was pretty cool!

Thanks!

In.

And to say that is a great video, would be an understatement.

Confirmed! And thanks!

If several people are in a room where someone gets attacked, and some, but not all of them are necessary for the player to survive(with several possible combinations working to save the person), how will you decide which players aid the target?

Considering that, as the storyline, each player is an elite mercenary operative, I'm going to assume that each player would react at equal speeds when a threat is noticed.

The player targeted to be in combat will always be in combat. I will then use the combination which results in the least amount of ammunition used. If there are still several combinations which result in the least amount of ammunition used, I will use the combination of players who currently possess the most total ammunition.

I play-tested several varieties, and this seemed to be most balanced of them.


Nice video. I'll in for some good ol' fashioned murder.

Confirmed, and thanks!
 
Also, how could I miss the Aliens and I am Legend zombies? hmmm... I should pay more attention.

EDIT: Ah, just what I thought at first, this is another video....
 
IN. Your video-making skills are awesome.
 
Not sure if I want in on this :s.
 
Innage
 
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